Files
aetherbound-guild/runtime/tests/p9_0_touch_test.gd
T

99 lines
3.0 KiB
GDScript

extends SceneTree
const MainScene = preload("res://main.tscn")
const RunState = preload("res://domain/run_state.gd")
var game: Control
var touch_count := 0
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
game = MainScene.instantiate()
root.add_child(game)
await wait_for_title()
expect(game.page == game.AppPage.TITLE and game.boot_verified, "cold start reaches verified Title")
var before: Dictionary = game.run.snapshot()
await tap("TitleLocaleButton")
await tap("TitleTextScaleButton")
await tap("TitleMotionButton")
await tap("TitleMuteButton")
expect(game.locale == "en", "Title language touch")
expect(is_equal_approx(game.text_scale, 1.3), "Title 130 percent text touch")
expect(game.reduced_motion and game.muted, "Title motion and mute touches")
expect(game.run.snapshot() == before, "Title settings do not mutate run")
await tap("StartNewGame")
var snapshot: Dictionary = game.run.snapshot()
expect(game.page == game.AppPage.RUN and snapshot.step == RunState.Step.CONTRACT, "Start touch reaches Contract")
expect(snapshot.coin == 52 and snapshot.company.is_empty(), "Start touch preserves fresh resources")
expect(snapshot.contract.is_empty() and snapshot.difficulty.is_empty(), "Start touch makes no choice")
game.queue_free()
game = null
await drain_cleanup()
if failures.is_empty():
print("ABG_P9_0_TOUCH_OK touch=%d fallback=0 direct=0 locale=en text_130=true reduced_motion=true mute=true handoff=contract mutation=0" % touch_count)
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func wait_for_title() -> void:
for frame in range(90):
if game.page == game.AppPage.TITLE:
return
await process_frame
failures.append("cold start did not reach Title")
func tap(node_name: String) -> void:
var control := find_control(game, node_name)
if control == null or not control.is_visible_in_tree() or (control is BaseButton and control.disabled):
failures.append("unavailable touch target %s" % node_name)
return
var position := root.get_final_transform() * control.get_global_rect().get_center()
var down := InputEventScreenTouch.new()
down.index = 0
down.position = position
down.pressed = true
Input.parse_input_event(down)
await process_frame
var up := InputEventScreenTouch.new()
up.index = 0
up.position = position
up.pressed = false
Input.parse_input_event(up)
touch_count += 1
await settle()
func find_control(node: Node, node_name: String) -> Control:
if node.name == node_name and node is Control and not node.is_queued_for_deletion():
return node
for child in node.get_children():
var found := find_control(child, node_name)
if found != null:
return found
return null
func settle() -> void:
for frame in range(8):
await process_frame
func drain_cleanup() -> void:
for frame in range(50):
await process_frame
func expect(condition: bool, message: String) -> void:
if not condition:
failures.append("P9.0 touch: %s" % message)